#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "../../video/SDL_sysvideo.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "../../video/SDL_blit.h"
#include "SDL_shaders_gles2.h"
#if defined(__EMSCRIPTEN__)
#define USE_VERTEX_BUFFER_OBJECTS 1
#else
#define USE_VERTEX_BUFFER_OBJECTS 0
#endif
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct GLES2_TextureData
{
GLuint texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
int pitch;
#if SDL_HAVE_YUV
SDL_bool yuv;
SDL_bool nv12;
GLuint texture_v;
GLuint texture_u;
#endif
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[16];
GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_COLOR = 1,
GLES2_ATTRIBUTE_TEXCOORD = 2,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_INVALID,
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV,
GLES2_IMAGESOURCE_TEXTURE_NV12,
GLES2_IMAGESOURCE_TEXTURE_NV21,
GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
} GLES2_ImageSource;
typedef struct
{
SDL_Rect viewport;
SDL_bool viewport_dirty;
SDL_Texture *texture;
SDL_Texture *target;
SDL_BlendMode blend;
SDL_bool cliprect_enabled_dirty;
SDL_bool cliprect_enabled;
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
Uint32 clear_color;
int drawablew;
int drawableh;
GLES2_ProgramCacheEntry *program;
GLfloat projection[4][4];
} GLES2_DrawStateCache;
typedef struct GLES2_RenderData
{
SDL_GLContext *context;
SDL_bool debug_enabled;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
GLuint shader_id_cache[GLES2_SHADER_COUNT];
GLES2_ProgramCache program_cache;
Uint8 clear_r, clear_g, clear_b, clear_a;
#if USE_VERTEX_BUFFER_OBJECTS
GLuint vertex_buffers[8];
size_t vertex_buffer_size[8];
int current_vertex_buffer;
#endif
GLES2_DrawStateCache drawstate;
GLES2_ShaderIncludeType texcoord_precision_hint;
} GLES2_RenderData;
#define GLES2_MAX_CACHED_PROGRAMS 8
static const float inv255f = 1.0f / 255.0f;
SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
if (!data->debug_enabled) {
return;
}
while (data->glGetError() != GL_NO_ERROR) {
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled) {
return 0;
}
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
return ret;
}
#if 0#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
#endif
static int GLES2_LoadFunctions(GLES2_RenderData * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
static GLES2_FBOList *
GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) ) {
result = result->next;
}
if (result == NULL) {
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
if (SDL_GL_GetCurrentContext() != data->context) {
data->drawstate.program = NULL;
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
data->glFinish();
}
}
static int
GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
{
GLES2_ProgramCacheEntry *entry;
GLint linkSuccessful;
entry = data->program_cache.head;
while (entry) {
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
break;
}
entry = entry->next;
}
if (entry) {
if (data->program_cache.head != entry) {
if (entry->next) {
entry->next->prev = entry->prev;
}
if (entry->prev) {
entry->prev->next = entry->next;
}
entry->prev = NULL;
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
data->program_cache.head = entry;
}
return entry;
}
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry) {
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
entry->id = data->glCreateProgram();
data->glAttachShader(entry->id, vertex);
data->glAttachShader(entry->id, fragment);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
data->glDeleteProgram(entry->id);
SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
}
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
data->glGetUniformLocation(entry->id, "u_texture_v");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2);
}
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1);
}
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0);
}
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (data->program_cache.head) {
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
} else {
data->program_cache.tail = entry;
}
data->program_cache.head = entry;
++data->program_cache.count;
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
data->glDeleteProgram(data->program_cache.tail->id);
data->program_cache.tail = data->program_cache.tail->prev;
if (data->program_cache.tail != NULL) {
SDL_free(data->program_cache.tail->next);
data->program_cache.tail->next = NULL;
}
--data->program_cache.count;
}
return entry;
}
static GLuint
GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
{
GLuint id = 0;
GLint compileSuccessful = GL_FALSE;
int attempt, num_src;
const GLchar *shader_src_list[3];
const GLchar *shader_body = GLES2_GetShader(type);
if (!shader_body) {
SDL_SetError("No shader body src");
return 0;
}
for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
num_src = 0;
shader_src_list[num_src++] = GLES2_GetShaderPrologue(type);
if (shader_type == GL_FRAGMENT_SHADER) {
if (attempt == 0) {
shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
} else {
shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
}
}
shader_src_list[num_src++] = shader_body;
SDL_assert(num_src <= SDL_arraysize(shader_src_list));
#ifdef DEBUG_PRINT_SHADERS
{
int i;
char *message = NULL;
SDL_asprintf(&message, "Compiling shader:\n");
for (i = 0; i < num_src; ++i) {
char *last_message = message;
SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]);
SDL_free(last_message);
}
SDL_Log("%s\n", message);
SDL_free(message);
}
#endif
id = data->glCreateShader(shader_type);
data->glShaderSource(id, num_src, shader_src_list, NULL);
data->glCompileShader(id);
data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
}
if (!compileSuccessful) {
SDL_bool isstack = SDL_FALSE;
char *info = NULL;
int length = 0;
data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_small_alloc(char, length, &isstack);
if (info) {
data->glGetShaderInfoLog(id, length, &length, info);
}
}
if (info) {
SDL_SetError("Failed to load the shader %d: %s", type, info);
SDL_small_free(info, isstack);
} else {
SDL_SetError("Failed to load the shader %d", type);
}
data->glDeleteShader(id);
return 0;
}
data->shader_id_cache[(Uint32)type] = id;
return id;
}
static int GLES2_CacheShaders(GLES2_RenderData * data)
{
int shader;
data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) {
GLenum shader_type;
if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
shader_type = GL_VERTEX_SHADER;
} else {
shader_type = GL_FRAGMENT_SHADER;
}
if (!GLES2_CacheShader(data, (GLES2_ShaderType) shader, shader_type)) {
return -1;
}
}
return 0;
}
static int
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
{
GLuint vertex;
GLuint fragment;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source) {
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID;
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
break;
#if SDL_HAVE_YUV
case GLES2_IMAGESOURCE_TEXTURE_YUV:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
}
break;
case SDL_YUV_CONVERSION_BT709:
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
}
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
#endif
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
break;
default:
goto fault;
}
vertex = data->shader_id_cache[(Uint32)vtype];
if (!vertex) {
vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
if (!vertex) {
goto fault;
}
}
fragment = data->shader_id_cache[(Uint32)ftype];
if (!fragment) {
fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
if (!fragment) {
goto fault;
}
}
if (data->drawstate.program &&
data->drawstate.program->vertex_shader == vertex &&
data->drawstate.program->fragment_shader == fragment) {
return 0;
}
program = GLES2_CacheProgram(data, vertex, fragment);
if (!program) {
goto fault;
}
data->glUseProgram(program->id);
data->drawstate.program = program;
return 0;
fault:
data->drawstate.program = NULL;
return -1;
}
static int
GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0;
}
static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->position.x = 0.5f + points[i].x;
verts->position.y = 0.5f + points[i].y;
verts->color = color;
verts++;
}
return 0;
}
static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int i;
GLfloat prevx, prevy;
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
prevx = 0.5f + points->x;
prevy = 0.5f + points->y;
verts->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
for (i = 1; i < count; i++) {
const GLfloat xstart = prevx;
const GLfloat ystart = prevy;
const GLfloat xend = points[i].x + 0.5f;
const GLfloat yend = points[i].y + 0.5f;
const GLfloat deltax = xend - xstart;
const GLfloat deltay = yend - ystart;
const GLfloat angle = SDL_atan2f(deltay, deltax);
prevx = xend + (SDL_cosf(angle) * 0.25f);
prevy = yend + (SDL_sinf(angle) * 0.25f);
verts->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
}
return 0;
}
static int
GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int count = indices ? num_indices : num_vertices;
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
if (texture) {
SDL_Vertex *verts = (SDL_Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
float *uv_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts->tex_coord.x = uv_[0];
verts->tex_coord.y = uv_[1];
verts++;
}
} else {
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts++;
}
}
return 0;
}
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
{
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glViewport(viewport->x,
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->drawstate.projection[0][0] = 2.0f / viewport->w;
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
}
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
if (!data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
} else {
data->glEnable(GL_SCISSOR_TEST);
}
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
data->glScissor(viewport->x + rect->x,
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
data->drawstate.cliprect_dirty = SDL_FALSE;
}
if ((texture != NULL) != data->drawstate.texturing) {
if (texture == NULL) {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_TRUE;
}
}
if (texture) {
stride = sizeof(SDL_Vertex);
} else {
stride = sizeof(SDL_VertexSolid);
}
if (texture) {
SDL_Vertex *verts = (SDL_Vertex *) (((Uint8 *) vertices) + cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
}
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
return -1;
}
program = data->drawstate.program;
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
data->glEnable(GL_BLEND);
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
}
data->drawstate.blend = blend;
}
{
SDL_VertexSolid *verts = (SDL_VertexSolid *) (((Uint8 *) vertices) + cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) &verts->position);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE , stride, (const GLvoid *) &verts->color);
}
return 0;
}
static int
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_Texture *texture = cmd->data.draw.texture;
int ret;
if (renderer->target) {
if (renderer->target->format != texture->format) {
switch (texture->format) {
case SDL_PIXELFORMAT_ARGB8888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_ABGR8888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_RGB888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
case SDL_PIXELFORMAT_BGR888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
#if SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
#endif
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
} else {
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
}
} else {
switch (texture->format) {
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
#if SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
#endif
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
}
ret = SetDrawState(data, cmd, sourceType, vertices);
if (texture != data->drawstate.texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
#if SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
data->drawstate.texture = texture;
}
return ret;
}
static int
GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
#if USE_VERTEX_BUFFER_OBJECTS
const int vboidx = data->current_vertex_buffer;
const GLuint vbo = data->vertex_buffers[vboidx];
#endif
if (GLES2_ActivateRenderer(renderer) < 0) {
return -1;
}
data->drawstate.target = renderer->target;
if (!data->drawstate.target) {
int w, h;
SDL_GL_GetDrawableSize(renderer->window, &w, &h);
if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
data->drawstate.viewport_dirty = SDL_TRUE; data->drawstate.cliprect_dirty = SDL_TRUE;
data->drawstate.drawablew = w;
data->drawstate.drawableh = h;
}
}
#if USE_VERTEX_BUFFER_OBJECTS
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (data->vertex_buffer_size[vboidx] < vertsize) {
data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
data->vertex_buffer_size[vboidx] = vertsize;
} else {
data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
}
data->current_vertex_buffer++;
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
data->current_vertex_buffer = 0;
}
vertices = NULL;
#endif
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
SDL_copyp(viewport, &cmd->data.viewport.rect);
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
SDL_copyp(&data->drawstate.cliprect, rect);
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
}
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
data->glDisable(GL_SCISSOR_TEST);
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_FILL_RECTS:
break;
case SDL_RENDERCMD_COPY:
break;
case SDL_RENDERCMD_COPY_EX:
break;
case SDL_RENDERCMD_DRAW_LINES: {
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices) == 0) {
size_t count = cmd->data.draw.count;
if (count > 2) {
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
} else {
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
SDL_BlendMode thisblend = cmd->data.draw.blend;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
break;
} else if (nextcmd->data.draw.count != 2) {
break;
} else if (nextcmd->data.draw.blend != thisblend) {
break;
} else {
finalcmd = nextcmd;
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
cmd = finalcmd;
}
}
break;
}
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_GEOMETRY: {
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
size_t count = cmd->data.draw.count;
int ret;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break;
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
break;
} else {
finalcmd = nextcmd;
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (thistexture) {
ret = SetCopyState(renderer, cmd, vertices);
} else {
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices);
}
if (ret == 0) {
int op = GL_TRIANGLES;
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
}
data->glDrawArrays(op, 0, (GLsizei) count);
}
cmd = finalcmd;
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return GL_CheckError("", renderer);
}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
if (data) {
GLES2_ActivateRenderer(renderer);
{
int i;
for (i = 0; i < GLES2_SHADER_COUNT; i++) {
GLuint id = data->shader_id_cache[i];
if (id) {
data->glDeleteShader(id);
}
}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
entry = data->program_cache.head;
while (entry) {
data->glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
}
if (data->context) {
while (data->framebuffers) {
GLES2_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
#if USE_VERTEX_BUFFER_OBJECTS
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
GL_CheckError("", renderer);
#endif
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *data;
GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL;
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_BGR888:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
#if SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
#endif
#ifdef GL_TEXTURE_EXTERNAL_OES
case SDL_PIXELFORMAT_EXTERNAL_OES:
format = GL_NONE;
type = GL_NONE;
break;
#endif
default:
return SDL_SetError("Texture format not supported");
}
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
texture->access != SDL_TEXTUREACCESS_STATIC) {
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
}
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!data) {
return SDL_OutOfMemory();
}
data->texture = 0;
#ifdef GL_TEXTURE_EXTERNAL_OES
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
#else
data->texture_type = GL_TEXTURE_2D;
#endif
data->pixel_format = format;
data->pixel_type = type;
#if SDL_HAVE_YUV
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
data->texture_u = 0;
data->texture_v = 0;
#endif
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
#if SDL_HAVE_YUV
if (data->yuv) {
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
} else if (data->nv12) {
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
#endif
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
GL_CheckError("", renderer);
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glGenTextures(1, &data->texture_v);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
} else if (data->nv12) {
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
#endif
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
texture->driverdata = data;
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
return GL_CheckError("", renderer);
}
static int
GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
{
Uint8 *blob = NULL;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
Uint32 *blob2 = NULL;
#endif
Uint8 *src;
int src_pitch;
int y;
if ((width == 0) || (height == 0) || (bpp == 0)) {
return 0;
}
src_pitch = width * bpp;
src = (Uint8 *)pixels;
if (pitch != src_pitch) {
blob = (Uint8 *)SDL_malloc(src_pitch * height);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < height; ++y)
{
SDL_memcpy(src, pixels, src_pitch);
src += src_pitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
if (format == GL_RGBA) {
int i;
Uint32 *src32 = (Uint32 *)src;
blob2 = (Uint32 *)SDL_malloc(src_pitch * height);
if (!blob2) {
if (blob) {
SDL_free(blob);
}
return SDL_OutOfMemory();
}
for (i = 0; i < (src_pitch * height) / 4; i++) {
blob2[i] = SDL_Swap32(src32[i]);
}
src = (Uint8 *) blob2;
}
#endif
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
if (blob) {
SDL_free(blob);
}
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
if (blob2) {
SDL_free(blob2);
}
#endif
return 0;
}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
#if SDL_HAVE_YUV
if (tdata->yuv) {
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
} else if (tdata->nv12) {
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
pixels, 2 * ((pitch + 1) / 2), 2);
}
#endif
return GL_CheckError("glTexSubImage2D()", renderer);
}
#if SDL_HAVE_YUV
static int
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Vplane, Vpitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Uplane, Upitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
UVplane, UVpitch, 2);
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}
#endif
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return 0;
}
static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
static void
GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata;
GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
} else if (data->nv12) {
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
#endif
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
static int
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
GLenum status;
data->drawstate.viewport_dirty = SDL_TRUE;
if (texture == NULL) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {
texturedata = (GLES2_TextureData *) texture->driverdata;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return SDL_SetError("glFramebufferTexture2D() failed");
}
}
return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
}
if (data->drawstate.target == texture) {
data->drawstate.target = NULL;
}
if (tdata) {
data->glDeleteTextures(1, &tdata->texture);
#if SDL_HAVE_YUV
if (tdata->texture_v) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u) {
data->glDeleteTextures(1, &tdata->texture_u);
}
#endif
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
static int
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
size_t buflen;
void *temp_pixels;
int temp_pitch;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
buflen = rect->h * temp_pitch;
if (buflen == 0) {
return 0;
}
temp_pixels = SDL_malloc(buflen);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_GetRendererOutputSize(renderer, &w, &h);
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
if (GL_CheckError("glReadPixels()", renderer) < 0) {
return -1;
}
if (!renderer->target) {
SDL_bool isstack;
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_small_alloc(Uint8, length, &isstack);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_small_free(tmp, isstack);
}
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
static int
GLES2_RenderPresent(SDL_Renderer *renderer)
{
return SDL_GL_SwapWindowWithResult(renderer->window);
}
static int
GLES2_SetVSync(SDL_Renderer * renderer, const int vsync)
{
int retval;
if (vsync) {
retval = SDL_GL_SetSwapInterval(1);
} else {
retval = SDL_GL_SetSwapInterval(0);
}
if (retval != 0) {
return retval;
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
return retval;
}
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(texturedata->texture_type, texturedata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (texturedata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(texturedata->texture_type, texturedata->texture);
data->drawstate.texture = texture;
if (texw) {
*texw = 1.0;
}
if (texh) {
*texh = 1.0;
}
return 0;
}
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, 0);
data->drawstate.texture = NULL;
return 0;
}
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES2_RenderData *data;
Uint32 window_flags = 0;
GLint window_framebuffer;
GLint value;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
goto error;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
goto error;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
goto error;
}
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->info = GLES2_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (GLES2_LoadFunctions(data) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (GLES2_CacheShaders(data) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
#if __WINRT__
flags |= SDL_RENDERER_PRESENTVSYNC;
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
#if USE_VERTEX_BUFFER_OBJECTS
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
#endif
data->framebuffers = NULL;
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
data->window_framebuffer = (GLuint)window_framebuffer;
renderer->WindowEvent = GLES2_WindowEvent;
renderer->GetOutputSize = GLES2_GetOutputSize;
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
renderer->CreateTexture = GLES2_CreateTexture;
renderer->UpdateTexture = GLES2_UpdateTexture;
#if SDL_HAVE_YUV
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
#endif
renderer->LockTexture = GLES2_LockTexture;
renderer->UnlockTexture = GLES2_UnlockTexture;
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
renderer->SetRenderTarget = GLES2_SetRenderTarget;
renderer->QueueSetViewport = GLES2_QueueSetViewport;
renderer->QueueSetDrawColor = GLES2_QueueSetViewport;
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueGeometry = GLES2_QueueGeometry;
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;
renderer->RenderPresent = GLES2_RenderPresent;
renderer->DestroyTexture = GLES2_DestroyTexture;
renderer->DestroyRenderer = GLES2_DestroyRenderer;
renderer->SetVSync = GLES2_SetVSync;
renderer->GL_BindTexture = GLES2_BindTexture;
renderer->GL_UnbindTexture = GLES2_UnbindTexture;
#if SDL_HAVE_YUV
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
#endif
#ifdef GL_TEXTURE_EXTERNAL_OES
if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
}
#endif
renderer->rect_index_order[0] = 0;
renderer->rect_index_order[1] = 1;
renderer->rect_index_order[2] = 3;
renderer->rect_index_order[3] = 1;
renderer->rect_index_order[4] = 3;
renderer->rect_index_order[5] = 2;
data->glActiveTexture(GL_TEXTURE0);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.clear_color = 0xFFFFFFFF;
data->drawstate.projection[3][0] = -1.0f;
data->drawstate.projection[3][3] = 1.0f;
GL_CheckError("", renderer);
return renderer;
error:
if (changed_window) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
4,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888
},
0,
0
}
};
#endif